10.10 Rip and Tear

Rip foes apart.

10.10.1 Maneuvers

Bloodletter

Rank 1

Usage time: Standard action.

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Make a weak strike.

Damaging Hit: If the target loses hit points, it takes damage from the strike again during your next action.

Brow Gash

Rank 1

Usage time: Standard action.

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Make a strike.

Damaging Hit: If the target loses hit points, it is dazzled (20% miss chance, no special vision) as a condition.

Desperate Bloodwhirl

Rank 1

Usage time: Standard action.

Cost: One fatigue level.

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Make a melee strike. The strike targets all enemies adjacent to you. On a miss, you still deal half damage. You cannot use the desperate exertion ability to affect this strike.

Hit: Each creature that loses hit points takes damage from the strike again during your next action.

Hamstring

Rank 1

Usage time: Standard action.

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Make a melee weak strike.

Damaging Hit: If the target loses hit points, it is slowed (half speed, -2 Armor and Ref) as a condition.

Sweeping Throw

Rank 1

Usage time: Standard action.

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Make a thrown strike. The strike also targets an additional creature or object within 10 feet of the strike’s primary target.

Two-Weapon Rend

Rank 1

Usage time: Standard action.

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Make a melee dual strike using two weapons (see Dual Strikes).

Damaging Hit: If the target takes damage from both weapons, it bleeds. A bleeding creature takes 1d6 damage +1 per two power during your next action. This bleeding damage is doubled if both weapons get a critical hit.

Wide Sweep

Rank 1

Usage time: Standard action.

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Make a melee strike. The strike gains the Sweeping (1) tag, or you gain a +1 bonus to the Sweeping value if it already had that tag. This allows the strike to hit an additional target (see Weapon Tags).

Flintspark

Rank 3

Usage time: Standard action.

Fire

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Make a strike.

Damaging Hit: If your attack also beats the target’s Reflex defense, it takes fire damage equal to your power during your next action.

Rend the Hide

Rank 3

Usage time: Standard action.

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Make a strike. The strike deals 1d6 extra damage +1 per 2 power if the target is not wearing metal body armor.

Ricochet

Rank 3

Usage time: Standard action.

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Make a thrown strike against up to three creatures or objects in a Small (15 ft.) radius within Medium (60 ft.) range of you. Each target must be within your maximum range limit with your weapon, and you take the normal longshot penalty for attacking a creature at long range (see Weapon Range Limits). If you choose yourself as one of the targets, you can catch the weapon instead of taking damage from it.

Spinning Slash

Rank 3

Usage time: Standard action.

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Make a melee strike. The strike targets all enemies adjacent to you. On a miss, you still deal half damage.

Tear Exposed Flesh

Rank 3

Usage time: Standard action.

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Make a strike. If the target has no remaining damage resistance, the strike deals double weapon damage.

Bloodletter+

Rank 5

Usage time: Standard action.

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Make a strike.

Damaging Hit: If the target loses hit points, it takes damage from the strike again during each of your next two actions.

Slash and Return

Rank 5

Usage time: Standard action.

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Make two strikes. You gain a +1 accuracy bonus with the first strike, and a -3 accuracy penalty with the second strike.

Tear Exposed Flesh+

Rank 5

Usage time: Standard action.

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Make a strike with double weapon damage. If the target has no remaining damage resistance, the strike deals triple weapon damage.

Two-Weapon Rend+

Rank 5

Usage time: Standard action.

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Make a melee dual strike using two weapons (see Dual Strikes).

Hit: Each target that takes damage from both weapons bleeds. A bleeding creature takes 1d6 damage per 2 power during your next action. This bleeding damage is doubled if both weapons get a critical hit.

Blinding Brow Gash

Rank 7

Usage time: Standard action.

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Make a strike with double weapon damage.

Damaging Hit: If the target loses hit points, it is blinded (50% miss chance, -2 Armor and Ref) as a condition.

Flintspark+

Rank 7

Usage time: Standard action.

Fire

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Make a strike with double weapon damage.

Damaging Hit: If your attack also beats the target’s Reflex defense, it takes 1d8 fire damage per 2 power during your next action.

Rend the Hide+

Rank 7

Usage time: Standard action.

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Make a strike with double weapon damage. The strike deals 1d8 extra damage per 2 power if the target is not wearing metal body armor.

Ricochet+

Rank 7

Usage time: Standard action.

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Make a thrown strike against up to five creatures or objects within Medium (60 ft.) range of you. You can choose the same target multiple times, but not twice in a row, and no more than twice total. If you choose the same target twice, it takes double damage from the attack.

Each target must be within your maximum range limit with your weapon, and you take the normal longshot penalty for attacking a creature at long range (see Weapon Range Limits). If you choose yourself as one of the targets, you can catch the weapon instead of taking damage from it.

Strip the Flesh

Rank 7

Usage time: Standard action.

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Make a strike with double weapon damage.

Damaging Hit: If the target loses hit points, it becomes vulnerable (-4 defenses) to all damage as a condition.